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Survey results 2011 by technologies for Electrical and Computer Engineering and The Worldwide. N=228 votes

Exploring the data by disciplines

Technologies Votes(%) Time to adoption(%) Challenges(%)
1 year or less2-3 Years4-5 Years Better understanding of new ways of interacting with studentsCreativity in designing learning experiencesDevelopment of better technology infrastructuresMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technology
Augmented Reality for Learning6.5866.6713.3320.0066.67--13.3320.00-
Cloud computing3.9522.2233.3344.4422.22-33.3311.1122.2211.11
Digital whiteboards4.3910.0050.0040.0020.0020.0020.0030.0010.00-
E-books and digital libraries11.8444.4444.4411.1122.2218.5225.9311.1114.817.41
E-learning Platforms and Architectures13.6032.2654.8412.9029.0319.3512.906.459.6822.58
Games & Virtual Worlds to foster student's engagement and motivation6.147.1435.7157.1442.8628.577.14-14.297.14
Interactive video lectures and video conferencing10.9648.0032.0020.0024.0020.0020.00-16.0020.00
Learning Objects reusability and digital repositories5.7023.0846.1530.777.6930.7715.38-15.3830.77
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)8.7735.0030.0035.0015.0020.0010.0015.005.0035.00
Open Source, Open Standards, and Federated Systems3.9522.2244.4433.3322.2222.2211.1122.22-22.22
Semantic Web and Ontologies for Learning Systems0.44100.00--100.00-----
Simulators, and Virtual and Remote Labs17.5427.5042.5030.0015.0025.0012.5010.0022.5015.00
Standardization, Reusability and Interoperability Issues0.8850.0050.00--50.0050.00---
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)5.2658.3333.338.3316.6733.3316.6716.67-16.67
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